Hecarim Build Guide by ts Smugleaf
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello, and welcome to my first guide here on MobaFire. I will be covering Hecarim, the Shadow of War.
I build Hecarim as a hybrid AD-AP DPS with a little bit of bulk. I find this to be a great way to build him as he can sustain in lane and in team fights for a long time.
Hecarim excels at chasing and escaping with his Devastating Charge and Onslaught of Shadows. He is a solid character to any team with his damage, speed and utility.
So sit back and I hope you enjoy reading my Hecarim guide!
Pros / Cons
[*] Moves very quickly across the map.
[*] Very powerful in all stages of the game.
[*] Quickly becomes a threat with Lifesteal and Spell Vamp.
[*] Very quick minion farmer.
[*] Can jump through walls. (Albeit with his ultimate.)
[*] May fall behind without adequate minion farm.
[*] I can't find another con. :)
I use standard AD runes.
Greater Mark of Desolation,
Greater Seal of Armor,
Greater Glyph of Magic Resist and
Greater Quintessence of Desolation give Hecarim the early game edge he needs to
stay in lane. It also benefits him well throughout the rest of the game with Armor Penetration, Magic Resist and Armor.
I take standard AD masteries, with some points into the utility tree for the Movement Speed
Alternatively you could put the 9 utility points into the defense tree for some extra bulk.
Wriggle's Lantern, Trinity Force and Hextech Gunblade is core. These items give what Hecarim needs; a slow, Lifesteal, Spell Vamp and Movement Speed, plus some bulk here and there. You should always aim to get these items no matter what.
Other items that work are;
Rylai's Crystal Scepter,
Madred's Bloodrazor and
More Possible Items
These items could work depending on how the match is playing out.
Force of Nature and
Even though these items may sound good, they just don't work on Hecarim.
These boots may sound good, but Boots of Mobility's bonus is cancelled in combat and Boots of Swiftness doesn't give enough extra Movement Speed to make up for the lack of other stats.
Leave suggestions on what else to put in this category.
Ghost and Ignite I find work quite well on Hecarim. Ghost increases his movement speed to increase his attack damage and ignite helps secure kills or neutralize other champions like Dr. Mundo. Although Hecarim has Devastating Charge, Ghost can help catch up even when Devastating Charge is on cooldown. Combining the two skills results in a hell of a lot of damage.
Other summoner spells
Flash is a good alternative to Ghost. Since Hecarim's passive, Warpath, already gives him the ability to walk through minions, Flash can also be used to pursue and escape.
Exhaust is good on any champion. It can be used to escape or to catch an enemy. It also
helps greatly in securing kills against other champs.
Heal could work if you know how to use it effectively.
Banned Summoner Spells on Hecarim
Hecarim doesn't run out of mana very quickly unless you spam his skill repeatedly. If you have trouble managing mana, grab blue buff.
Leave this skills to other champions. Hecarim doesn't need these.
Everything else could work if you prefer them.
Warpath allows Hecarim to walk through minions and gain
bonus attack damage based on his Movement Speed. It's a good passive and with enough Movement Speed, Hecarim can become a very strong force.
Rampage is a moderate damage dealing AoE in a small area around Hecarim. If Hecarim hits any target with Rampage, the cooldown becomes reduced by 1 second, up to a cap. On a small cooldown and a low mana cost, Hecarim can spam this ability to achieve great amounts of damage combined with his Auto Attacks.
Spirit of Dread is an ability power based skill with a fairly big AoE around Hecarim. All enemies inside the aura are damaged and Hecarim is healed based on the damage dealt. With Rylai's Crystal Scepter and Hextech Gunblade Spirit of Dread is a very powerful crowd control ability and heals Hecarim for a great amount.
Devastating Charge is a great escaping and catching technique. The longer Hecarim moves with Devastating Charge the move Movement Speed he gains, which means more attack damage. It also does additional damage upon hit. Hitting another champion with Devastating Charge will also knock the champion back. Combining Devastating Charge with the Sheen proc from Trinity Force will result in tons of damage.
Onslaught of Shadows is a very good ultimate. Using this allows Hecarim to pass through walls, escape, catch up, and fear other champions upon contact. It is also on quite a short cooldown on the final rank (100 sec).
I personally never use this as a finisher, but mainly as an initiator or escape. Spirit of Dread and Devastating Charge are the main damage moves that Hecarim uses.
Tips and Tricks
[*] Proccing Sheen by using Rampage from Trinity Force when attacking towers speeding up the
tower destroying process.
[*] Using Onslaught of Shadows ahead of the enemy and then Devastating Charge to knock them back deals good damage and gives you more time to attack them or puts them into the middle of your team.
[*] More to come!
Summary and Closing
Hecarim is a very good asset to any team and can fulfill multiple roles. I play him as a semi-tanky, hybrid DPS but you can build him as a tank, or a straight AD champ.
I hoped you enjoyed reading this guide and I hope it helps! I will be adding more in the future as I improve my playstyle with Hecarim.